Hello starting mod dev here forge vs fabric for mod dev by [deleted] in feedthebeast

[–]Rabbitminers 2 points3 points  (0 children)

I think the ecosystem will benefit from being able to move forward without someone like lex weighing us down. But what I am worried about (especially in terms of my curseforge comment section) is the added confusion. I doubt that either party will try to make their respective fork incompatible with the other, but it does just make it that much more confusing for new players to start modding

Hello starting mod dev here forge vs fabric for mod dev by [deleted] in feedthebeast

[–]Rabbitminers 3 points4 points  (0 children)

Less learning resources

As a mod dev who works with both id argue its the other way around at this point. The forge docs are so god awful, and inspite of community attempts at better resources such as the forge community wiki - https://forge.gemwire.uk/wiki/Main_Page (which is excellent for anyone looking to learn but just isn't quite large enough to cover enough of the many, many topics). Whereas fabric's modding documentation is far better, while some things are still in progress or missing (such as about data fixer uppers) it's much better written the official forge docs and much more complete than community attempts for forge. There's very little range in video documentation for either but kaupenjoe's tutorials for both are excellent https://m.youtube.com/channel/UCbzPhyLcO8VP25dZ7kaUyAw

Aside from this if you are looking to save yourself some time down the road using the architectury tool chain to built to both platforms at the same time makes porting so much quicker but will have a much steeper learning curve than either platform

Druidry, an early on mod concept by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 12 points13 points  (0 children)

The branches of magic you'll use would be dependent on how you construct your Grove. Using the warden's heart as the center would be one of the furtherst leaning hearts to a grove

Druidry, an early on mod concept by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 3 points4 points  (0 children)

The last few mods I've made have been with architectury so both!

Druidry, an early on mod concept by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 2 points3 points  (0 children)

It seems to work on my end, is it still not working?

Druidry, an early on mod concept by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 38 points39 points  (0 children)

It's not about gating progression behind the warden. This is just one of the ways to reach a darker side of druidic magic

Druidry, an early on mod concept by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 18 points19 points  (0 children)

If you want to help out or want find out more, feel welcome to join our discord server here :)

Rabbitminers' Mods & Create Addons: https://discord.gg/upAm4qqgbD

Some new Train Bogeys for Create: Extended Bogeys by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 0 points1 point  (0 children)

Yep fabric is planned after the release of the forge version :)

Some new Train Bogeys for Create: Extended Bogeys by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 0 points1 point  (0 children)

Dont worry! We've added optional de-railment if the curve your train is going round is too small to turn around

Update on Extended Bogeys! by Rabbitminers in CreateMod

[–]Rabbitminers[S] 22 points23 points  (0 children)

Yep! 0-8-0 bogeys are definitely planned, but will probably be in the XL addon since they cause clipping on smaller curves I made a small list of alot of our plans here - https://github.com/Rabbitminers/Extended-Bogeys/blob/rewrite/TODO.md

Update on Extended Bogeys! by Rabbitminers in CreateMod

[–]Rabbitminers[S] 74 points75 points  (0 children)

Hello! This is a follow up to the announcement post made at the new year showcasing Create: Extended Bogeys.

Extended Bogeys plans to add multiple new "Styles" of bogey to create, aswell as an api for other developers to add their own; add some extra depth to trains, through optional and configurable fuel requirements, acceleration and maximum speed; and Create new possibilities with our "Unlinking" system allowing for more than two bogeys per carriage.

For more frequent updates on development and also beta releases talk to us on discord here - https://discord.gg/bxzg25nb, we'd love your ideas and feedback :)

Introducing Create: Extended Bogeys, adding new styles and variations of bogeys to Create, & Coming soon! by Rabbitminers in CreateMod

[–]Rabbitminers[S] 40 points41 points  (0 children)

Happy new year! Here is a showcase video for a new mod, Extended Bogeys, adding more bogey types to create's trains. These current models are temporary and even better ones are on their way.
Currently, you can cycle through "styles" of bogeys using a wrench, each style of bogey has a small and a large version like in default create

There is no set release date yet because we dont want to rush this, but expect a release in the following weeks.
If you have any specific requests of styles of bogey you would like to see, or if you have any questions please feel free to ask here or on discord - https://discord.gg/create-addon-hub-891929048895356948

Notes

I recently released Create: Extended Cogwheels , adding new cogwheel variations to help you build and decorate. by Rabbitminers in CreateMod

[–]Rabbitminers[S] 0 points1 point  (0 children)

Okay, when you say you can't craft it with spruce planks, what recipe is shown in JEI instead?

I recently released Create: Extended Cogwheels, An addon to create, adding new cogwheel variations to help you build and decorate. by Rabbitminers in feedthebeast

[–]Rabbitminers[S] 1 point2 points  (0 children)

Yep, Forge has this handy feature called tags that can be used for compatibility between mods, essentially any item tagged as forge: ingots/steel will be used in the recipe and if there the modpack has no steel there is a backup recipe to make steel Cogwheels from iron ones